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Everything posted by Boeroer
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If your goal is to land lots of crits you might want to use a weapon which has an inherent ACC bonus and/or is fast. Like clubs - clubs are quite nice for a Skald because they can lower Will by 25 points with the modal. Killers Froze Stiff paralyzes the enemy and targets Will. Paralyze also leads to a high hit-to-crit conversion. You can see the synergy: lower will to make it easier to land with will attacks like Killers FS, then crit because of paralyzed enemies. Kapana Taga has a neat enchantment where you get +4 ACC per engaged target... Other good options would be Rännig's Wrath because it already starts with +9 ACC (+5 rapier, +4 Thrusting enchantment). Also Rapiers have a modal that increases ACC even further which you can switch on for Soul Annihilation - make sure it hits because else it's such a waste of focus. And of course Sasha's Singing Scimitar because it's just awesome to use with a Skald and does good melee damage. You can use an empowered invocation in every encounter without resting. Maybe use
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I still works as you describe. I just let Aloth hit himself with Jolting Touch (funny that it's possible, but it is), he suffered 38 shock damage and the helmet gave him 38% shock damage for 13 sec (incl. INT bonus). Although when I then cast Minor Missiles the projectiles only seem to get <10% shock damage. I did 7 corrode damage + 0.6 shock damage. Maybe due to different corrode/shock AR on the enemy, no idea. Edit: yes, that was the problem. Now I cast it on an enemy with equal AR and it's 38%.
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Yeah, but also a lot lower starting reflex and not those nice +15 against AoE and +8 against ranged that are very handy when meeting the really mean foes. Also never forget the second body (aka Animal Companion). The thing about Ranger is: even if you have Stoic Steel working and the wall modal on (and thus can't move) you can use Evasive Roll to move around for cheap. Charge also works but is too expensive just for moving around. But yeah - Unbroken would have been my other alternative for sustained/passive damage reduction. Also the self heals are really good.
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Someone had to..
Boeroer replied to TheisEjsing's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Accusing me of being very generous to RPGCodex is something entirely new. And also funny. And that's why I post here and not at RPGCodex. -
Ghost Blades will not proc on the corpse explosion itself, but when such an explosion kills an enemy it should. Does it not?
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A red bearded Mountain Dwarf, then a red skinned Island Aumaua. Apparently I like red dudes... Should go to Reddit maybe...
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Someone had to..
Boeroer replied to TheisEjsing's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I don't like anti-gay ranting and all that "SJW want to suppress freedom of spech and rule the world !!!1!!eleven!!" crap, but this comment made me chuckle a bit. I'm not even sure it's meant to be anti-gay. Ach whatever... If they only listened to me and AndreaColombo and whomnot and omitted those awkward romances. Those are always weird in RPGs. Like in real life... but unpleasently weird. -
That's why I like my Morning Star. Mule Kick has +10 ACC and Body Blows does -25 fort. They should put one in that's named "Lucy".
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I would say Slicken is even better than Chillfog. In PoE it was a one-time prone effect - not bad, but also nothing you would choose instead of Chillfog. In Deadfire it pulses and throws enemies off their feet and interrupts them all the time. With decent INT it's one of the best spells, given how early it comes, in my opinion.
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You mean abilites, not skills. The ones I know without looking it up: Disintegrate, Cleansing Flame, Wounding Shot, Deep Wounds, Wounding from weapons like Effort. Basically everything that has a fixed damage over time. There are spells like Disint. and Clean. Flame that show the complete damage as tick (wrong in UI). Or abilites like Deep Wounds or that says x% of Weapon Damage as DoT. Those stuff all profits from low INT and even grazes (= also reduce the duration of the DoT) - because the damage is fixed and can only be influenced my MIG. Additional ticks don't add any more overall damage like with other DoTs. Substracted ticks don't substract damage. The overall damage is set in stone and therefore fewer ticks (from low INT or grazes) lead to fewer but higher dmg ticks (= higher dps) while more ticks (from longer duration) lead to more but lower dmg ticks (=lower dps). And then there is that weird mechanic where the initial tick does more damage with very short INT (under 3 sec overall duration) so that at some point even the overall damage is higher with low INT and a graze, not only dps.
